Pfuscher
I don't understand. Or may be you. What is the difference in vram usage for "both work with transparency and parallax" or just parallax? The same dxt5 format. Also i don't think it's so much vram compared to dxt1, users play with texture mods installed which are many times bigger.
Textures of terrain may or may not have alpha channel, but it never used. If game use the same textures for other objects and that produce transparency artifacts, then such objects must be fixed by disabling alpha blending for them. If they use alpha test instean of alpha blend and it's required, then only making another copy of texture and attaching to mesh will help.
TES Skyrim 0.265
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Re: TES Skyrim 0.265
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Re: TES Skyrim 0.265
Boris;
Install http://www.nexusmods.com/skyrim/mods/27043/ only need main plugin EnhancedLightsandFX.esp, nothing else needed. Then from main menu type: coc whiterunbanneredmare ... enter door in front of you and you get into the room. Thanks for having a look
Jawz;
They are slightly different. Modifying Bias scale is a bit odd to me since game rendering fine without ENB, unless ENB do something odd with bias scale (which I doubt). In any case the bias is at Skyrim default value for me... I tried now by raising it to 1.0 (which is default for CK) but same issue.. anyway, you don't want a bias of 1.0 like ever because character shadows become extremely bad like that.
Install http://www.nexusmods.com/skyrim/mods/27043/ only need main plugin EnhancedLightsandFX.esp, nothing else needed. Then from main menu type: coc whiterunbanneredmare ... enter door in front of you and you get into the room. Thanks for having a look
Jawz;
They are slightly different. Modifying Bias scale is a bit odd to me since game rendering fine without ENB, unless ENB do something odd with bias scale (which I doubt). In any case the bias is at Skyrim default value for me... I tried now by raising it to 1.0 (which is default for CK) but same issue.. anyway, you don't want a bias of 1.0 like ever because character shadows become extremely bad like that.
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Re: TES Skyrim 0.265
prod80
This bug exist even in 0.114. I have no idea what ELFX modify, in such old versions of ENBSeries recompiler do not have modifications for lights of any kind, so the only way to find what is wrong by trials and errors, disabling code, test it, disable another code and test. I'll try, but don't have time for such experiments.
This bug exist even in 0.114. I have no idea what ELFX modify, in such old versions of ENBSeries recompiler do not have modifications for lights of any kind, so the only way to find what is wrong by trials and errors, disabling code, test it, disable another code and test. I'll try, but don't have time for such experiments.
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Re: TES Skyrim 0.265
@Boris
All it does is add and change the position of various shadow casting light sources, as well as adding various particle effects around the game.
I have tested out that location, and verified that when you increase the height (Z coordinate) of the light then the issue becomes less noticeable. In general it looks like the shadows are calculated in a different way depending if ENB is active or not. Like the light is not actually in the coordinate reported in the CK.
I do not know how the position of the lights matter, but perhaps it is (hopefully) some offset that is not set right.
Hope this helps, and if you need more CK investigation just let me know!
All it does is add and change the position of various shadow casting light sources, as well as adding various particle effects around the game.
I have tested out that location, and verified that when you increase the height (Z coordinate) of the light then the issue becomes less noticeable. In general it looks like the shadows are calculated in a different way depending if ENB is active or not. Like the light is not actually in the coordinate reported in the CK.
I do not know how the position of the lights matter, but perhaps it is (hopefully) some offset that is not set right.
Hope this helps, and if you need more CK investigation just let me know!
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Re: TES Skyrim 0.265
prod80
Lucky, turned off my fix of line for interior lights and problem gone. And now the question, wtf do i need to disable it? It's bug of ELFX, there is no way to fix line 100% safe, except modifying shaders.
EDIT: doesn't matter anyway, i don't know what to do with this. For sure i will not add new parameter, because users again will bother me on the forum.
Lucky, turned off my fix of line for interior lights and problem gone. And now the question, wtf do i need to disable it? It's bug of ELFX, there is no way to fix line 100% safe, except modifying shaders.
EDIT: doesn't matter anyway, i don't know what to do with this. For sure i will not add new parameter, because users again will bother me on the forum.
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Re: TES Skyrim 0.265
I don't want to be a bother Boris, but I posted this a few pages back and I'm not sure if you saw it:
Edit: On second thought, maybe my problem is with the new "Mod editor size is automatically increased a little for bigger screen resolutions." feature? My game resolution is 1920x1080 fullscreen. I do have 2 additional monitors connected which are not used in the game, but I did try it without them and it didn't help. Thanks in advance for any help!
Would it be possible for you to create a test version without the new code you added for the strings in the gui or "Mod editor size is automatically increased a little for bigger screen resolutions."to see if that is the problem I am having with it? It's very strange since I have never had this problem before the latest 265 build.In the new version of 265 I don't get any GUI with shift+enter. I have a multi-monitor setup so I thought maybe that was the problem, but I disconnected and went back to one monitor and it still did not work. I also tried removing all enb/sweet fx files and using only the official files. I was on nvidia driver version 332.21 but I updated to 347.25 just now and still no gui. Anyone else seeing this?
Edit: On second thought, maybe my problem is with the new "Mod editor size is automatically increased a little for bigger screen resolutions." feature? My game resolution is 1920x1080 fullscreen. I do have 2 additional monitors connected which are not used in the game, but I did try it without them and it didn't help. Thanks in advance for any help!
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Re: TES Skyrim 0.265
number6
I saw your post, but don't know what the problem is. In last update i changed only positions and size of editor's windows, this is not per hardware/driver specific and 100% work the same for everyone. Are you sure it's only in last update? Try to run in window 1024*768, then increase size of window, then switch full screen. I tested it up to 1920*1440.
Testing with partially disabled code will take much time, i can do only at certain time when we are both online on the forum here for 1-2 hours.
I saw your post, but don't know what the problem is. In last update i changed only positions and size of editor's windows, this is not per hardware/driver specific and 100% work the same for everyone. Are you sure it's only in last update? Try to run in window 1024*768, then increase size of window, then switch full screen. I tested it up to 1920*1440.
Testing with partially disabled code will take much time, i can do only at certain time when we are both online on the forum here for 1-2 hours.
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Re: TES Skyrim 0.265
I tried windowed mode at 1024*768 and still no gui. I am sure it is only the most recent update. I keep all of the sub-released and when I go back to the previous 265 it works.
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Re: TES Skyrim 0.265
number6
This is wasting of time, problem is on your side. I'll do several tests, but there is nothing to fix.
EDIT: file deleted, will be uploaded for one person only. Did you hear, little motherfuckers? STOP DOWNLOADING WHAT IS NOT MADE FOR YOU!!!!
This is wasting of time, problem is on your side. I'll do several tests, but there is nothing to fix.
EDIT: file deleted, will be uploaded for one person only. Did you hear, little motherfuckers? STOP DOWNLOADING WHAT IS NOT MADE FOR YOU!!!!
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Re: TES Skyrim 0.265
First of all - thanks for your great work, Boris!
Now, to the point. I'm experiencing a minor bug with .265 which wasn't present in .264 - the subsurface scattering options for "eyes" seem to have no effect whatsoever, whereas eyes do get affected by the "object" SS values. I tried out a couple of different eye meshes just to make sure this wasn't merely on my end.
Second thing is a minor (?) feature request (didn't know where to post it) - I could really use a global var along the lines of ENightDayFactor *but* for the actual user's system (ie. locale adjusted) time or just simply the system time in seconds and I'll do the remaining calculations myself. The reason for this is the following - I'm working on a setup with rather dark, low contrast nights which heavily rely on subtle lighting differences. And that works great when you're actually playing in the dark room yourself, but at real life daytime human eyes struggle I'd love to sneak in a modifier into my shader's CC code based on that (I'll do that part myself, of course). Thanks in advance for taking this into account.
Now, to the point. I'm experiencing a minor bug with .265 which wasn't present in .264 - the subsurface scattering options for "eyes" seem to have no effect whatsoever, whereas eyes do get affected by the "object" SS values. I tried out a couple of different eye meshes just to make sure this wasn't merely on my end.
Second thing is a minor (?) feature request (didn't know where to post it) - I could really use a global var along the lines of ENightDayFactor *but* for the actual user's system (ie. locale adjusted) time or just simply the system time in seconds and I'll do the remaining calculations myself. The reason for this is the following - I'm working on a setup with rather dark, low contrast nights which heavily rely on subtle lighting differences. And that works great when you're actually playing in the dark room yourself, but at real life daytime human eyes struggle I'd love to sneak in a modifier into my shader's CC code based on that (I'll do that part myself, of course). Thanks in advance for taking this into account.